Is there any way for optimisation of shadows at runtime. Looking for something like update shadow map only if it is needed ( surface caching ) or any other way for increase performance?
Light & Shadow performanceSoftware: Away3D 4.x |
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David Lenaerts, Administrator
Posted: 18 July 2012 04:03 PM Total Posts: 80 [ # 2 ] There’s nothing in place to do so right now, but makes an interesting feature request. Feel free to post one here: https://github.com/away3d/away3d-core-fp11/issues |
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Matse, Sr. Member
Posted: 18 July 2012 06:13 PM Total Posts: 149 [ # 4 ] For static objects you can generate lightmaps using your 3D software (3DSmax, Maya etc ). The main problem will be that in most cases it’ll require a second UV set, and that you won’t be able to export a mesh with 2 UV sets (or it’ll export fine but you’ll have just one UV set). You’ll have to export 2 versions of your mesh, one with the regular texture UV set (for example a tiling floor or wall, which repeats) and another one with the lightmap UV set (which doesn’t repeat, typically). |
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